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Showing content with the highest reputation on 2025-04-28 in Posts

  1. ...Im confused, do you want eye-candy or not? I can assure you, most players do not pay attention to those counters. They are helpful to spot not-optimally used farms and get an indicator when you could/should start sending cs to gather metal/stone, but they are not affecting the gameplay to any detriment and they especially do not affect the fun (its really easy to ignore them if you dont like em).
    2 points
  2. the intent there is to make them "still the same unit", it also helps to possibly avoid issues with health scaling, but as far as I know this works fine for CS promotion. I think the ranged version is a bit too good still, as it should be on par with the melee version. Probably some armor change would be good for the ranged version. yeah this has been an ongoing problem for plenty of windows players including myself, so I mostly use keys to pan the camera. There is an issue written for it: https://gitea.wildfiregames.com/0ad/0ad/issues/7673#issuecomment-115591
    2 points
  3. No, no lags with the arrow keys. Just when moving the mouse cursor to the edge of the screen. I'm using Windows 11. Intel UHD card.
    1 point
  4. This works after I reset and pulled. Thank you very much !!!
    1 point
  5. Fixed in https://gitea.wildfiregames.com/0ad/0ad/commit/263b481442ccf51f8588828c8bce7a2843299864
    1 point
  6. If you compare resource efficiency of archer immortals relative to CS archers, they are the single most OP champ of the game. However, they are still archers, so they take a little more time (you need a lot of them) to really be a problem. From my calculations : immortals archers are way OP, but spears are only slightly weak. Now, because they can switch from one mode to the other, this make them extremely op, because they are archers... that can counter archer's counters : cavs. It's a fun mechanic, and I wish they were more dual weapon units. However their balancing is failed, as they should have instead of being strongest archer of the game (in resource efficiency therm, once again) be weaker, to balance dual weapon. Also idk why archer and melee stance have the same hp, probably transform.js bug or lag if you rescale hp too often but pretty sure it's supposed to handle hp rescales. @real_tabasco_sauce
    1 point
  7. Hi! Depending on the game number: for A26: a special version of the bot with customizations for technology, and resource bartering was integrated into the latest version of Volatile Market, but it has been removed and is not supported for A27. For A27: optional But the mod versions are: Volatile Market 0.8.0 or higher bot PETRA Expert 0.6.0 or higher
    1 point
  8. The thyreophoroi or thureophoroi (Greek: θυρεοφόροι; sg.: thureophoros/thyreophoros, θυρεοφόρος) were a type of infantry soldier, common in the 3rd to 1st centuries BC, who carried a large oval shield called a thyreos which had a type of metal strip boss and a central spine. They were armed with a long thrusting spear, javelins and a sword. They also usually wore an iron or bronze Macedonian helmet. Source: https://www.wikiwand.com/en/articles/Thyreophoroi
    1 point
  9. Which is not the case as almost all champions cost a hefty amount of metal. If you include resource rarity as factor, your "Cost" column goes up considerably. If you deny metal to your enemy, he can't train a lot of champions. While you can spam CS ad infinitum to harass him. We can also nerf barter at the Market, to make it more of a utility you'd use sparingly. It mustn't serve as a substitute for not gathering a certain resource. Maybe boost the resource gain from traders a bit, to balance it out. A really good buff would be reducing or removing the metal cost for traders. I shouldn't need to pay 80 metal for a single trader.
    0 points
  10. Champions should not be trained in stables or barracks. Champions should have the status equal to a fourth level, above elite, but cost less than the current cost.
    0 points
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